The effectiveness of stronger shields at insanity
#1
Posté 09 avril 2011 - 02:49
I get out of cover to warp something and that very second bam! my shields are gone completely. I noticed you get some sort of 1 second invulnerability before your health starts draining if you are still under fire after loosing your shields. So what is the point of having +15% shields when your every exit out of cover ends up with the same result?
When I played with my sentinel NG+ with no shield upgrades but with power armor with about 500 shields, I lost them in an instant when I had more than 3 enemies firing at me.
So can I just say that for insanity it's more important to have a source of shield recovery than more powerful shields?
Can anybody comment on this short "grace" period when you loose your shields before you start loosing health?
#2
Posté 09 avril 2011 - 03:58
A lot of people in the strategy forum don't think shield bonuses from equipment matter much. Still, it's a stat I like to maximize. Thankfully, most of the best shield gear is in the Kestrel set which also packs other useful bonuses, like melee damage. My philosophy is that every little bit helps.
#3
Posté 09 avril 2011 - 07:57
I have been using some of the Kestrel gear (except for legs..ugh) for some time, but recently went back to stock N7 gear, which is iconic and looks better as far as I am concerned. I have not noticed any difference in combat at all.
#4
Posté 09 avril 2011 - 08:07
The short grace period is perhaps short armor protection or temporal invulnerability to take cover/continue shooting. This short period is best for sniping. It's worth using just like insane stasis damage bonus.
#5
Posté 09 avril 2011 - 09:18
#6
Posté 09 avril 2011 - 01:36
#7
Posté 09 avril 2011 - 02:16
1st of all Shields, like many other aspects of ME2's gameplay, are situational. You will find that missions where you fight a lot of basic goons or geth troopers, shields don't go down very fast and can generally improve the fluidity of the gameplay and the time you spend out of cover. Of course, for missions where you have to fight enemies that do a lot of damage, the amount of shield boost from armor becomes irrelevant. Praetorians, scions, harbinger etc will drain your shields almost instantly so you just have to keep that in mind.
However, shields and their upgrades are far from useless.
- Shields benefit from Hard Shields upgrade whereas Health doesn't. So the more shields you have the more damage you can take, theoretically.
- Shields benefit from Redundant shield generator – the more shields you have, the more shots it will take to get them down, the more chance that upgrade will trigger and restore your shields.
- Shields, for most classes represent a larger portion of their total hit points in comparison to Health.
- Shields benefit from shield recovering powers such as Charge and Tech Armor and Energy Drain whereas Health benefits from Reave. Discussing the benefits of Reave as it boosts Health versus shield recovery powers is a whole another topic and I'm still not convinced which yields better results.
- More shields allow for more freedom of movement and this is especially true for sprinting to find cover.
You will see, if you have completed Arrival, that if you choose +%shield gear, you'll last much longer out of cover especially if you have only 1 or 2 goons shooting at you. So, in conclusion, +%shields is a good choice for armor for certain missions and goes nicely with shield boosting powers, especially Tech Armor and Energy Drain. Charge not so much.
#8
Posté 09 avril 2011 - 03:05
Soldiers will likely gain more from health increase gear while Vanguards from shields, or people who use something like Barrier.
Shields do go down very fast and I find that gear that reduces the time they take to recharge is better, while relying more on that "one second immunity" instead of waiting for a full shield recharge; after all, that one second is sometimes longer than the time your shields are stripped down in.
#9
Posté 09 avril 2011 - 04:16
#10
Posté 11 avril 2011 - 06:08
#11
Posté 11 avril 2011 - 11:58
mcsupersport wrote...
It is better to kill your enemies quicker so you don't have to worry about them taking down your shields. I always mix my armor to give the maximum bonus to damage that I am doing, aka powers or weapons and forget about anything else. The only thing I have really noticed making any real difference in my shields lasting is the Hardness upgrade, which I now make sure I always get before the CS mission. That one upgrade trumps all others for survival of shields. Other than that, I just want things dead faster so they stop shooting at me.
The Redudant Shields upgrade is also of tremendous benefit. Chances are you will not notice it unless you are looking for it, but it does work and it is good at keeping your shields from going down immediately. Combined with the Hard Shields upgrade, your shields can take much more damage. They still get shot off pretty quickly on Insanity difficulty, but not nearly as quickly.
#12
Posté 11 avril 2011 - 12:35
Leeroi wrote...
Shields benefit from Hard Shields upgrade whereas Health doesn't. So the more shields you have the more damage you can take, theoretically.
Enemies upgrade their weapons too (like Shep), and, even without upgrades, most weapons (AR and SMG are the main weapons used by the enemy) receive bonuses against shields/barriers. There are no bonuses against health. This means Shep's shield (or barrier) will drop much faster compared to the health bar (Hard Shield doesn't change that, it only decreases the difference a little).
Health > Shield in terms of survivability, so you could argue it makes more sense to invest in +health gear instead of +shield.
But at the end of the day those small increases in health and shield are neglectable - the in-game difference is so small you're talking about milliseconds, i.e. time-frames too small to increase combat abilities at all.
Shields benefit from Redundant shield generator – the more shields you have, the more shots it will take to get them down, the more chance that upgrade will trigger and restore your shields.
This is a good point though I don't think +10% shields will change things significantly. I, however, did notice the Redundant Field Generator kicking in more often when Shep was running around with something like Barrier. And since the RFG only works if Shep has some shield left, increased shield strength will net more RFG moments.
#13
Posté 11 avril 2011 - 03:32
I prefer Energy Drain on Insanity as just about everything is a target to rebuff shields. It's cooldown is much lower than the GSB/Barier/Fortificaion options and it boosts overall total shields.
Otherwise, use cover more effectively, use your squad to flank/distract, and/or be sentinel or vanguard where your main ability takes care of shields for you (tech armor/charge).
#14
Posté 11 avril 2011 - 11:57
Modifié par The Spamming Troll, 11 avril 2011 - 11:58 .
#15
Posté 12 avril 2011 - 02:08





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